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Hello all, first time posting here so i'll be humble and detailed as i possibly can be!

Drop down Frini
i am the reason you guys are all alive! ME!!! i even downed that chopper with my LMG while i was reading a comic and talking to my mom on the phone...pay hommage to the great black and white bear..hot female virgins please..no wait, make that strippers.

ok serious time, the campaign was surprisingly short..but the action and approach was alot of fun..that chopper was really unexpected..at first i thought that was a scripted extraction but i soon realized were were csat and went like oh shi..full auto lol.
i like the approach on how the team leader executed his strategy on the diversion and suppression that helped as a diversion for the main assault of the two other teams...i wish it kept going after we took that base.

Game of Drones
this was a very confusing mission and communication was abit all over the place.
since there isn't a protocol on how to execute a manuever because of lack of training..it's hard to read someone mind especially when it's pitch dark.
when ordered to flank, i went in expecting having someone behind me to assist in the assault to help divert attention or take them out.
teamlead gave me flak when apparently i was too far ahead and to my surprise i had no backup which was a wtf moment for me.
at that point i already took out 6 enemy soldiers with relative ease...since they were engaging the main group.
to me a flanking maneuver consists of a several people breaking off the main group...flanking with the whole group is silly since everyone will just get supressed and will get people killed especially when fighting a uphill battle in the dark with mounted machine guns with nv.
usually teamlead will appoint a few to flank, but that didn't happen as everyone stayed at their position returning fire.
so i took it upon myself to do the flanking maneuver thinking someone else would assist me.
once i was ordered to go back i was confused and distracted seeing suddenly 4 people next to me, two of them wounded on the floor needing medical attention and in that confusion i got shot down myself...after i got back on my feet 4 soldiers in total were combat capable when we retreated down the hill at the road.
i stayed back as the last man to avoid further confusion.
the mission itself was ok, just too damn dark to play without nv's, in which for me personally is kinda not really enjoyable...but i guess that's just subjective.

if it is possible next time to have a ingame warm up practice using zeus on what people understand under certain maneuvers or communication in general..so we all are on the same page.
but that's just my two cents..
all in all, i had a fun time playing
Glad you joined us Pwnda!
Regarding that attack on the hill. That battle was too chaotic to be taken as an example, but in any case, never advance ahead of the team or flank by yourself without being specifically ordered to. I'm sure that in a game or two you'll be better acquainted with how we play and things will be clearer. I also hope to see you in the lead slot since you seem to have good ideas as to how to do things! Good job with shooting down that Pawnee and gallantly fighting up that hill!
co@15_blood_runner

The defense at DOM base ended with some dead CSAT and without casualties in my team, too bad we all got wounded during the "few hrs later" cutscene.

co14_wolfpack_vol1_day05_bullseye

Ah, ArmA and its never ending AI bugs. The fireworks were nice until they became effective and took us out. I think if we give this a try again, let's get out sooner and just swim, I doubt single frogmen attract AGMs.

Also, if you are sub driver and don't have PIP running, press Numpad 0.

Dropdown: Frini - (co12)
As I mentioned, the suppressive fire was excellent, I had a scope and saw none of the targets I could see looking towards us. Once we in Bravo got to the base, I ordered all my guys to line up on a stone wall on the base perimeter where we could see into most of the base. I'm not sure who was killed by what, but I think my failure to immediately kill a NATO soldier in front of me was responsible for Misha's death. Thanks for catching all the bullets meant for me, guys  Tongue :-[

co@12_fhq_game_of_drones
I though during the castle assault there was only one .50 cal and wondered how Bravo got wiped out until we reached the castle and found there was two of them. I think we held off the single attackers very well, I though several times I was surely dead, especially when I ran out of ammo firing on a lone machine gunner attacking us. Escaping with the Tigris was fun.

co10_pmcvcro01_resurreximus
Had to leave on this one, but as other said, excellent atmosphere. I liked the Versus missions we played in ArmA2 and I think these are a great continuation.
Unfortunately I can't remember the name of the German mission we played, but it was a lot of fun and I was sad I couldn't finish it with you guys.  Did you end up completing the mission?

It was another one of those borderline "too dark to see" missions, and even with closing all of the blinds it was still pretty difficult, but I managed to do alright with the .50 cal since most of the enemies were around lit areas.  However, when I switched to the Dragunov with the PSO I couldn't see the reticule at all because it wasn't very thick and there was no "glow" effect for it.  So at that point I became pretty ineffective and ended up wasting a lot of shots.
co12_mad_minotaur_german

On reflection, I think we should have risked it and used vehicles we left at the supposed insertion point, or whatever those two markers with a row of arrows were. I think the fact we had to keep the medic absolutely safe and walk everywhere, along with additional objectives caused the mission to last 3 hours.

co@06_roya_pardon

Nice tempo, the bright green SBS soldiers were a change from vanilla units. Enemies were persisting and we didn't have much down time, but it wasn't overwhelming either. The two enemy choppers landing on our heads made my day.  Tongue
Mad minotaur was a nice mission, but quite long. One of those when I'm in the mood is nice. As for the SVD and .50 cal, couldn't you take the .50's scope off and stick it on the dragonuv one with joint rails on massi guns or are they incompatible for this one?
Yeah, I might have been able to but I think at that point I had long ago ditched the .50 cal and was carrying an AKM for awhile.
Good games yesterday. Thank you Matt for joining us Smile

Lost Squad
That was a pretty epic. I suppose spreading out the choppers is the only way to go, this way we found the squad pretty quickly. Too bad we lost Misha, but I suppose that cannot be avoided, the LZ was hot as hell.

The only flaw I could see was that boarding took too long, I had to stay on the ground too long because people had to be asked individually to mount. Other than that, great job.

Flycatcher

What can I say, we made it finally! As usually, the open ground between the town and the factory was the deadlines part. The guys on the northern treeline were giving us a hard time, and a grenadier was putting precise fire on us. Crossing the open was problematic, but the real killer were the MRAPs and the APC.

Good job, Matt, in taking over Bravo after Variable was shot. Good job, Variable, for taking over Command after I was shot.

White Knight

Yeah, I know, it was my own mission, I liked it anyway Tongue The fight at the beginning was... intense, but however, we made it through that. I liked the atmosphere of the thick fog in the valley and almost clear areas on the mountain tops. Also made for some nice views (like this view back from the top of a hill http://cloud-4.steampowered.com/ugc/5407...50CEA6A1/. #GoodOldCHernarus Smile )

Unfortunately I was hit by the infamous UAV Terminal bug again and stuck in the technical together with White Knight, otherwise I could have assisted in extracting everyone. But the result was a mission accomplished, so good job everyone.

Metamorphoses

Great mission, as usual. Matt did a great job at commanding this. I made a mistake at the beginning which sadly cost Valhalian. When we approached the camp, there was a perimeter guard patrol that we overlooked, and when we saw them I only heard the guy order "2, Target that man" and I knew we were spotted, so I ordered to open fire. That caught us somewhat by surprise. The rest of the mission went smoothly.

Sigma 05: Village People

Good job iOutlawz, on leading this one. Was pretty straightforward, but there were some very nice fighting in town. I managed to lop a grenade through an upper-story window which (when I checked later) took our three guys in the front room and one more in the back.

Other than that, not much to say about it, was pretty straightforward.
Nice session indeed. We managed to keep Matt alive most of the time, he was our HVT Smile

Lost Squad
I love the concept, i missed this kind of missions.

If you didn't rate or comment this mission yet please do it here
http://steamcommunity.com/sharedfiles/fi...=255512258
and here give as many points you think this mission deserve
http://game-comics.com/lost-squad/

Thank you!

Flycatcher

Finally we done it Smile APCs pretty deadly on this map. Pretty tense as we got closer to factory and i almost TM squad alpha at some point, just before they came in my line of sight i killed some bad guys in the same direction, but i stopped firing in time.

White Knight
Well... another piece of art Smile I had to be extra careful using the given armament on my helicopter, double checking targets and communication kept my away from killing HVT and friendlies. In this kind of situations with low visibility constant update is needed on teams location.

Good leading all squad leaders.

I had trouble using the miniguns, didn't see the tracers. I use PWS to connect to server, should i manually enable BlasCore to fix this?

Metamorphoses
I liked the atmosphere and the gear load out. Good leading and teams coordination helped us to win this one pretty easy and fast.

Sigma 05: Village People
I liked overwatching with doveman the sectors that needed to be cleaned. It was nice to have the big picture, we managed to stop a lot of bad guys from flanking the squad engaged in CQC.

Please rate or comment here
http://steamcommunity.com/sharedfiles/fi...=312000332
and here give as many points you think this mission deserve
http://game-comics.com/village-people/

Thank you!
The Lost squad mission was awesome to watch, especially once the majority of the squad had already been evacuated and the last 4 guys stayed behind. And short while after only Variable and Matt remained. Im sure lot of viewers appreciated that part =) Great work completing this one (again, hehe).
In Flycatcher Variable was repeatedly trying to reach me, but I was probably the only guy in the squad without a short range radio, so I wasn't able to respond. Excellent work UnNamed and Doveman, this one was long overdue.
I must agree that White Knight looked absolutely fabulous. Great weather setting Alwarren! Good work air support, you kept annihilating the enemy and making the work for us easy.


To sum up. I myself had a very enjoyable time and I think the CiA showed the community how great it is! Hell I think even Matt had learned something from playing here =) Though I must admit he's a very good player  Wink (too bad he wasn't using mk4 to see our names and had to call all of us 'chaps' instead =D)
One of the best coop nights we had, and it was livestreamed! That was well beyond anything I could hope for.
In Lost Squad, I was starting to get worried that we won't encounter enemies, and boy I was wrong...

Thanks to everybody who joined, it was awesome!
Pretty mixed results yesterday, let me go through it.

Core Advance

I was thrust into the commander slot by the techincal difficulties Variable had, so I was ill prepared and hadn't really thought about a strategy. The result was one big clusterfuck. There were a few key elements to the failure:

1) I had my teamspeak messages on, as usual, but there was so much traffic yesterday that I continuously got "XX has joined CiA" or "xxx has disconnected from CiA" that I could hardly understand anybody, and it distracted me like hell. I have now disabled that shite.

2) I found more than once that people do not stop talking when the commander speaks. That is not good. When the commander speaks, everybody else has to go quiet and listen. Multiple times, my attempts to coordinate were simply defeated by the constant radio chatter. Part of the problem, I think, was that the setup was very diverse and there had been quite a number of teams. See below for my take on how to fix that.

3) I had to repeatedly yay or nay things, or repeat orders. Someone asked me at least three times whether or not to take the tank, while I already said no on the first try. People didn't understand orders (see points 1 and 2 above), so orders had to be repeated multiple times. On more than one occasion, specialists in squads were split up so e.g. repairing the tank was delayed for a painfully long time.

4) APC's and tanks were understaffed, so the players that controlled them had to take on multiple roles at ones. The result was very poor positioning (our APC was hit in the middle of the road). Note, please don't take this the wrong way. As I said, the lack of drivers when the commander was gunning himself made a real mess out of things.

How to fix this
We rarely get to play missions like this with so many groups and people, so we're not really experienced with it. My idea would be to split up command (long range) level into two channels. Channel One is infantry only, in this case, Alpha, Bravo and Charlie. Channel Two is vehicles, in this case, the two BTR's and the Tank. This separation means that communication within the levels does not clutter communication in the other levels. Also in this case, voice volume should be normal, not yelling.

The commander can use the alternate channel, and possibly split the channels to left and right ear, to accommodate easier recognition.

For point 3, I guess the problem was that I wasn't clear enough. Especially with this amount of people, it is difficult for an individual to understand whether the "negative" was meant for him or someone else. I should have adopted clearer language, like "Negative on the tank. Leave it as is. Confirm". And the addressee should then confirm this, because I also noticed (also in other missions) that confirmation is only given most of the time when explicitly asked for it.

As an example, if the commander say "Squard Bravo, move to the overwatch position", the natural reply should be "Bravo, moving to OP." In that respect, I'd like to point to the Standard Operating Procedures page.

Recovery

The resistance in the forest really caught me by complete surprise, I hadn't anticipated that there would be so many machinegunners there. Lost half the squad in that (sorry Ghost and Kruge and Den, and I don't know who else was affected). On the way up the hill I tired to apply a peel, which I think worked reasonably well. In this respect, I would like to raise awareness for some basic infantry tactics that could be employed in such situations but are mostly not because of lack of knowledge. Now, I do not want to propose training sessions (we're not the military here), but I guess we should start a thread on this and make it mandatory read. I'll get to that later. (EDIT: Thread opened here)

Good job by Air, too bad the Comanche is so ridiculously underammo'ed. We really need the Apache back.

While the mission wasn't entirely a failure, I attribute the loss of half of my squad to my indecisiveness when we came under contact.

Canidae Cull

Best mission of the evening, and surely in my top 20 of all times. I loved this mission, also because our part at least went pretty smoothly and I felt I did a lot better as Bravo's team leader on this one than on the two previous ones. We got out of our sub while grounded, and moved ashore in the cover of the wood east of the target building. Entered the building from the back and fought our way up to the top level were we killed our HVT. Getting back down was quite a bit of work, there was a couple of guys on the front side of the government park, so we had to employ suppression/move tactics to pass the open spaces in the stairwell.

Outside again, after we lost contact with the northern (Charlie) team, we decided not to head to our extraction but rather move there and support Charlie if they were still alive, or finish the task if not. There was a moment on the street next to the construction site where things got really hot, but partially thanks to Alpha approaching our position, and thanks to the excellent performance of my team, we managed to hold our ground. After we were clear, Alpha and Bravo moved in parallel towards the target building. We got into quite a number of skirmishes, but Alpha managed to get a shot off at the HVT so it was time to bug our.

Good job Alpha on taking out the Marid.

Overall, I loved this mission. That was some fine specops shit, the way I like my specops shit Wink

PMC Versus: Afflamus

Valhalian did a great job controlling Derelictus. On the second approach, the SLAM mine apparently blew up something because we heard an explosion. For some reason, I thought that on the second attempt it was darker than on the first, but I might be wrong.
Oh yeah, I managed to wreck both cars on the first attempt. I was trying to look behind me to see if we had a gunner. Yeah, I know there is Mk4, but if possible I try to avoid using artificial aids; only that in this case, that artificial aid would have had me look ahead instead of elsewhere, and I wouldn't have smaked the rear of the lead car and ruined both. Oh well, lesson learned, and I am sure I am going to do it again next time Smile

Overall enjoyable mission, the stuff you come to get used to when playing PMC Versus missions. Good immersion, good moodset.

Ghosthawk Down

Things worked out well until the Ghosthawk was shot down. Variable and me were climbing the side of the fortified hill when the backup team got completely wiped out. On our way back, a technical opened fire, I shot two Titan missiles at it but they both motherfucking MISSED, I am still not sure how that happened. I was trembling pretty badly, but not so bad that I would have lost lock on them. Mission was over a few seconds later.

I liked it, though, but I wish IronDuke's lunch packs wouldn't be so heavy. He packed me three titans and a dozen or more magazines, making my stuff weight well over 50 kilos.
(10-13-2014, 02:01 PM)Alwarren link Wrote:How to fix this
We rarely get to play missions like this with so many groups and people, so we're not really experienced with it. My idea would be to split up command (long range) level into two channels. Channel One is infantry only, in this case, Alpha, Bravo and Charlie. Channel Two is vehicles, in this case, the two BTR's and the Tank. This separation means that communication within the levels does not clutter communication in the other levels. Also in this case, voice volume should be normal, not yelling.

The commander can use the alternate channel, and possibly split the channels to left and right ear, to accommodate easier recognition.
This is a good idea, we need to implement this on large player count operations.


(10-13-2014, 02:01 PM)Alwarren link Wrote:
(EDIT: Thread opened here)

Please everybody, subscribe to the new thread, read it through, and make sure to post any questions you may have.

Recovery
(10-13-2014, 02:01 PM)Alwarren link Wrote:
Good job by Air, too bad the Comanche is so ridiculously underammo'ed. We really need the Apache back.

Great job piloting the Ghosthawk Unnamed, and nice gunning Khold!
Also good job for the Blackfoot pilots for responding quickly and accurately to our CAS requests.
Nice image of the Comanche firing the AA missile on the grounded chopper while the Ghosthawk is attempting to pick us up from the tower:
[Image: F2B5A43CB6544FEB956A7096E210597540C810BB]


Canidae Cull
(10-13-2014, 02:01 PM)Alwarren link Wrote:
Best mission of the evening, and surely in my top 20 of all times.
Same here, and good read, I love reading AARs of teams that had their actions far away from me. I wish we had a video of each of the teams. That palm pad script could have been great for this kind of mission if it can display feeds from other teams. Great job Gwyn, Khold and Maverick, making it through all the hairy first part of taking down two FOBs would not been possible without your skills. It was a pleasure working with you.

PMC Versus: Afflamus
(10-13-2014, 02:01 PM)Alwarren link Wrote:
Overall enjoyable mission, the stuff you come to get used to when playing PMC Versus missions. Good immersion, good moodset.

The best of the three episodes thus far. Having to perform the assassination and the sabotage that quickly really demands the best from the players' planning and execution.
AWESOME JOB Den for getting us quickly and cleanly in and out while coordinating with Derelictus! Wonderful job! This was a text book execution. Within seconds from the first engagement we took down both the Foreman and the silos and were on our way out. They didn't even know what hit them! To be honest I was very lucky to to get in like that alone, plant the charges and get out. One guy was pinning me down after I placed the charges but I managed to shoot him dead when he responded to Derelictus incoming suppression fire, which was a wonderful sight! However, I was literally running through lots of bullets on my get-away I guess they didn't hit me because they were heavily suppressed at that point (skill reduction under suppressive fire by TPWCAS FTW!).

Ghosthawk Down
(10-13-2014, 02:01 PM)Alwarren link Wrote:
Things worked out well until the Ghosthawk was shot down. Variable and me were climbing the side of the fortified hill when the backup team got completely wiped out. On our way back, a technical opened fire, I shot two Titan missiles at it but they both motherfucking MISSED, I am still not sure how that happened. I was trembling pretty badly, but not so bad that I would have lost lock on them. Mission was over a few seconds later.

Another failure due to my CHARRRGE! style... Sorry about that. Usually it works in Iron Duke's missions and we get the bonus of thrilling engagements. This time the gunfight was thrilling indeed, but it ended badly for us...

(10-13-2014, 02:01 PM)Alwarren link Wrote:
I liked it, though, but I wish IronDuke's lunch packs wouldn't be so heavy. He packed me three titans and a dozen or more magazines, making my stuff weight well over 50 kilos.

I've left him a message with a link to your post, I'll make sure he'll read it.
(10-13-2014, 02:01 PM)Alwarren link Wrote:How to fix this
We rarely get to play missions like this with so many groups and people, so we're not really experienced with it. My idea would be to split up command (long range) level into two channels. Channel One is infantry only, in this case, Alpha, Bravo and Charlie. Channel Two is vehicles, in this case, the two BTR's and the Tank. This separation means that communication within the levels does not clutter communication in the other levels. Also in this case, voice volume should be normal, not yelling.

The commander can use the alternate channel, and possibly split the channels to left and right ear, to accommodate easier recognition.

That sounds like a good plan but as you can only assign a radio, not a channel, to an ear, if you wanted to have the infantry channel on one ear and the vehicle channel on the other, you could use the LR for the infantry channel (or whichever group is going to be furthest from the commander) and assign that to the left ear and then use the SR Alternate channel for the vehicle group (assuming they'll be staying within 5km of the commander as I think that's the SR limit) and assign the SR to the right ear. The commander might still have his own squad which he needs to use the SR to talk to and that would be on the right ear as well but that probably isn't a problem.

In such situations, the squads need to observe radio discipline and call in "Alpha, Bravo" (or this is Bravo) and wait for the commander to respond "Bravo, go ahead" or "Bravo, hold comms" so that the commander hasn't got teams radioing in over the top of each other (Alpha, Bravo and Charlie would be on the same channel so could hear if any of the infantry squads are already talking to the commander but the vehicle group wouldn't be able to hear these comms so wouldn't know if the commander is busy talking to the infantry).
(10-13-2014, 03:08 PM)Variable link Wrote:I love reading AARs of teams that had their actions far away from me. I wish we had a video of each of the teams.

Maybe install this addon on the server ?

Demo of the thing in action